Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

The game oozzes character, especially in the intro and seem to have a lot of interesting depth.
Through i found the main gameplay loop to be a bit tedious. Pulling the crank is very slow and boring which makes the game feel tedious when its the only way to progress.

Ive seen from some comments that exploring is meant to be be major mechanic? So you can find where the ennemies are and how to prepare for them i suppose? A cool idea overall but its a bit hard to grasp in the first level as exploring doesnt seem to provide any immediate benefit, and you dont get to learn how each enemy works without dying to them.

So i guess what this game mostly need is a better tutorial to really help players understand the importance of exploring to find out the ennemies patterns and locations.

Thanks for the feedback! I totally get what you mean — the gameplay loop can be a bit tricky to grasp at first, especially in Phase 1. There isn’t much clear direction on what to do yet, since I left that up to the player (and the death screens) for the jam release since i couldn't make a Tutorial before the Jam deadline ends 

That said, I knew I needed something to make players do more than just “pull the crank.” That’s why Phase 1 has the Pumkipider, Phase 2 brings in the Ghost and Dareware, and of course, Clockey makes an appearance too.

A proper tutorial is definitely on my list for the next version. Thanks again :)

i think it would also be worth it to take the time to make the crank into a "spin the mouse" minigame so it feels a bit more dynamic.

That alone would probably make it a lot less boring.